PLAY MAT(print two sided and laminate)

=CONTEST OF COMBAT=
-ATTACKER AND DEFENDER ROLL ON RESOLUTION CHART.
-THE HIGH COLOR RESULT WINS THE CONTEST.
-THE LOWER COLOR RESULT, IF HIT, CAN ROLL AN ARMOR CHECK
-DAMAGE IS ASSIGNED.
=SKILL CHECKS=
SKILLS AND OTHER ACTIONS ARE RESOLVED ON THE RABID BAT RESOLUTION
CHART. USE THE APPLICABLE STAT RANK, APPLY MODIFIERS IF ANY, THEN ROLL A
D12 TO FIND THE COLOR RESULT.
●
●
●
●
●
A CHARACTER MAY INITIATE ONE ATTACK PER COMBAT TURN.
●
A CHARACTER CAN ROLL TO DEFEND AGAINST TWO ATTACKS
MAXIMUM
●
THE HIGHER COLOR WINS THE CONTEST.
●
IF THE DEFENDER IS INCAPABLE OF INFLICTING DAMAGE ON
THE ATTACKER FOR WHATEVER REASON (DEFENDER HAS NO
RANGED WEAPON, ETC)THEN COUNT IT SIMPLY AS A SUCCESSFUL DEFENSIVE ROLL IF HIS ROLL IS HIGHER THAN THE
ATTACKERS.
●
IF THE DEFENDER ISNT AWARE OF THE INCOMING ATTACKS
THEN A SUCCESSFUL ATTACK ROLL DOES ITS DAMAGE BASED
ON COLOR RESULT.
=STAGGERED=
ANYTIME DARKRED DAMAGE IS INFLICTED ON AN OPPONENT THEY MUST
MAKE AN ENDURANCE CHECK OR BE STAGGERED FOR 1 TURN. STAGGERED
CHARACTERS MAKE ALL ROLLS ON RANK 1.
=CRITICAL HITS=
IF AN ATTACKER OR DEFENDER ROLLS A 12 DURING COMBAT AND THE
ATTACK IS SUCCESSFUL, THAT PLAYER ROLLS ANOTHER D12. IF THE RESULT
IS 9 - 12 HE HAS CRITICALLY INJURED HIS OPPONENT AND THE DAMAGE IS
DOUBLED FOR DAMAGE/STUN/BLEED AND THE OPPONENT IS STAGGERED
AND CAN ONLY ROLL ON RANK 1 FOR ALL ACTIONS FOR 3 TURNS.
COMPLEXITY -7 TO +7: -7 TO +7 RANK SHIFT
OCCUPATION/HOBBY/COMBAT PROFICIENT: +4 RANK SHIFT
ROUTINE: USE RANK 12 (NO COMBAT)
SHEER LUCK: ROLL ON RANK 1
RANKS HIGHER THAN 12 ARE ROLLED ON RANK 12.
RANKS LOWER THAN 1 ARE ROLLED ON RANK 1.
=FUMBLES=
A WHITE FAILURE RESULT THAT IS ALSO A 1 ON THE DIE RESULTS IN A
FUMBLE. THE GM WILL DETERMINE THE OUTCOME.
● YELLOW RESULTS ARE NORMAL SUCCESS.
● ORANGE IS EXCEPTIONAL SUCCESS.
● RED IS OUTSTANDING SUCCESS.
● DARKRED IS PHENOMENAL SUCCESS.
=CONTESTS OF STATS/SKILLS=
ALL PARTICIPATING CHARACTERS MAKE A D12 ROLL ON THE RABID BAT RESOLUTION CHART USING THE APPLICABLE STAT/SKILL AND APPLICABLE BONUSES. THE
WINNER WILL BE THE ONE WITH THE HIGHER COLOR RESULT, NOT NECESSARILY
THE HIGHEST NUMBER ROLL
© 2015
=MULTIPLE TARGETS=
CHARACTERS CAN ONLY INITIATE ONE ATTACK PER TURN, BUT THEY CAN
ATTACK MULTIPLE TARGETS OR HIT THE SAME TARGET MORE THAN ONCE BY
ROLLING 1D12 FOR EACH ADDITIONAL STRIKE. ROLL ALL DICE AT THE SAME
TIME. THE HIGHEST DICE IS -1 RANK SHIFT, THE SECOND HIGHEST GETS -3
SHIFTS, THE THIRD IS -5 SHIFTS. THREE STRIKES/TARGETS IS THE MAXIMUM. THE GM CAN DISALLOW MULTIPLE TARGETS/STRIKES IF HE CHOOSES.
Rabid Bat Games
=RESULTS OF INJURY=
WHEN A CHARACTER HAS TAKEN THE MAXIMUM HE/SHE CAN TAKE IN ANY OF THESE AREAS,
THIS IS THE EFFECT;
● DAMAGED: CHARACTER IS BATTERED AND BRUISED AND IN TERRIBLE PAIN AND READY
TO COLLAPSE. ACTIONS ARE AT -6 RANKS UNTIL HE HAS HEALED. DAMAGE HEALS AT 1
POINT PER DAY UNTIL HEALED. HEALING CAN BE ACCELERATED BY MEDICINE OR OTHER
MEANS.
HIT LOCATION
RANDOM MISS DIRECTION
11
12
1
10
12
2
3
9
8
1
4
7
6
5
4
● STUNNED: CHARACTER IS DAZED AND CONFUSED. ALL ACTIONS ARE ROLLED ON RANK
1. CHARACTER SHAKES OFF STUN ONLY WHEN ALL STUN IS REMOVED.
5
● BLEEDING: CHARACTER HAS GREAT LOSS OF BLOOD AND IS GOING INTO SHOCK.
CHARACTER IS OUT OF COMMISSION UNTIL THE BLEEDING IS STOPPED BY WHATEVER
MEANS. ONCE A CHARACTER TAKES MAXIMUM BLEED HE STARTS LOSING DAMAGE AT 1
PER MINUTE UNTIL THE BLEEDING IS STOPPED. WHEN BLEEDING IS STOPPED REMOVE
ALL POINTS FROM ‘BLEEDING’ ON THE CHARACTER RECORD. ANY DAMAGE TAKEN, HOWEVER, MUST HEAL AS PER THE RULES FOR HEALING OR BY SOME OTHER MEANS.
=VARIOUS GAME ACTIONS AND CONTESTS=
FALLING: 8 DAMAGE / 8 STUN PER 10 FEET FALLEN IF LANDING ON VERY SOLID
GROUND TO A MAXIMUM OF 80 DAMAGE INFLICTED. WITH A SUCCESSFUL AGILITY
ROLL, SUBTRACT YOUR AGILITY SCORE FROM THE TOTAL DAMAGE INFLICTED FROM
YOUR FALL. SKILLED ACROBATS CAN SUBTRACT DOUBLE THEIR AGILITY ON A SUCCESSFUL ROLL.
7
3
8
EACH OF THESE IS EQUAL TO ENDURANCE X4 FOR PLAYER CHARACTERS. WHEN A CHARACTER
HAS TAKEN DAMAGE, STUN OR BLEEDING EQUAL TO HIS ENDURANCE X4 HE SUFFERS THE
FOREMENTIONED EFFECTS.
6
2
10
9
11
AREA EFFECT
(AREA=10’/R)
10 10 10 10
FT
FT
FT
FT
CATCHING: REQUIRES AN AGILITY OR STRENGTH ROLL, WITH DIFFICULTY MODIFIERS, DEPENDING ON WHETHER THE OBJECT BEING CAUGHT IS SMALL AND LIGHT
(AGILITY) OR BIG AND HEAVY (STRENGTH).
THROWING: REQUIRES AN AGILITY ROLL WITH APPLICABLE MODIFIERS.
CLIMBING: REQUIRES AN ENDURANCE ROLL WITH APPLICABLE MODIFIERS.
PERSUASION: IS USED WHEN THE TARGET IS MILDLY OPPOSED TO CHANGING
THEIR MIND. RESOLVE WITH A CONTEST OF IQ VERSUS WILLPOWER.
INTIMIDATION: IS USED TO SCARE A TARGET INTO GOING ALONG WITH SOMETHING THEY VIOLENTLY OPPOSE. WILLPOWER VERSUS WILLPOWER MODIFIED BY
THINGS LIKE VIOLENCE BY EITHER SIDE.
ARCHAIC ARMOR
DEFLECT
AGILITY PENALTY
LEATHER
10-12
-1
FOOT RACE/CHASE: CHARACTERS ROLL A CONTEST OF ENDURANCE. THE HIGHER
COLOR RESULT WINS.
CHAIN
8-12
-2
SCALE
8-12
-2
WRESTLING: CHARACTERS ROLL A CONTEST OF STRENGTH AND ANY APPLICABLE
WRESTING BONUSES. THE HIGHER COLOR RESULT WINS. (SEE COMBAT)
PLATE
6-12
-3
SHIELD
10-12
-1
GAME OF CHESS: CHARACTERS ROLL A CONTEST OF THE HIGHER OF IQ OR INTUITION PLUS A BONUS IF THE CHARACTER(S) ARE SKILLED IN CHESS. THE HIGHER
COLOR RESULT WINS.